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Accurate peer-to-peer replication of game objects in a highly chaotic physical simulation is essentially an unsolvable problem. This session will explore the techniques used in 'Watch Dogs 2' to replicate vehicle trajectories, compensate for network latency, and realistically represent vehicle-versus-vehicle collisions between players. This talk will discuss several well-known techniques such as projective velocity blending, snapshot buffering, and physics simulation blending, and present practical approaches for combining them together. Results from the game will be shown, along with a discussion of unsolved problems and future research direction.